/Engine/Source/Runtime/Engine/Public/LightMap.h
Allocates texture space for the light-map and stores the light-map's raw data for deferred encoding. If the light-map has no lights in it, it will return NULL. SourceQuantizedData will be deleted by this function.
static [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FLightMap2D](API\Runtime\Engine\FLightMap2D) > AllocateLightMap ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * LightMapOuter, [FQuantizedLightmapData](API\Runtime\Engine\FQuantizedLightmapData) *& SourceQuantizedData, const [TMap](API\Runtime\Core\Containers\TMap)< [ULightComponent](API\Runtime\Engine\Components\ULightComponent) *, [FShadowMapData2D](API\Runtime\Engine\FShadowMapData2D) * > & SourceShadowMapData, const FBoxSphereBounds & Bounds, ELightMapPaddingType InPaddingType, ELightMapFlags InLightmapFlags )